local lijun = fk.CreateSkill {
    name = "gai__lijun",
    tags = { Skill.Lord },
  }
  
  Fk:loadTranslationTable{
    ["gai__lijun"] = "立军",
    [":gai__lijun"] = "主公技，其他角色的出牌阶段内限一次，当其使用【杀】结算结束后，其可以将此【杀】交给你，然后你可以令其摸一张牌且"..
    "其此阶段使用【杀】次数上限+1。",
  
    ["#gai__lijun-invoke"] = "立军：你可以将此【杀】交给 %src，然后其可令你摸一张牌",
    ["#gai__lijun-draw"] = "立军：你可以令 %src 摸一张牌且使用【杀】次数+1",
  
    ["$gai__lijun1"] = "能征善战，乃我东吴长久之风。",
    ["$gai__lijun2"] = "重赏之下，必有勇夫。",
  }
  
  lijun:addEffect(fk.CardUseFinished, {
    can_trigger = function(self, event, target, player, data)
      return target ~= player and player:hasSkill(lijun.name) and
        data.card.trueName == "slash" and target.phase == Player.Play and
        player.room:getCardArea(data.card) == Card.Processing and
        player:usedSkillTimes(lijun.name, Player.HistoryPhase) == 0
    end,
    on_cost = function (self, event, target, player, data)
      return player.room:askToSkillInvoke(target, {
        skill_name = lijun.name,
        prompt = "#gai__lijun-invoke:"..player.id,
      })
    end,
    on_use = function(self, event, target, player, data)
      local room = player.room
      room:obtainCard(player, data.card, true, fk.ReasonJustMove, player, lijun.name)
      if not player.dead and not target.dead and
        room:askToSkillInvoke(player,{
        skill_name = lijun.name,
        prompt = "#gai__lijun-draw:"..target.id,
      }) then
        room:addPlayerMark(target, MarkEnum.SlashResidue.."-phase", 1)
        target:drawCards(1, lijun.name)
      end
    end,
  })
  
  return lijun